U.S. patent number 6,908,386 [Application Number 10/424,831] was granted by the patent office on 2005-06-21 for game device changing sound and an image in accordance with a tilt operation.
This patent grant is currently assigned to Nintendo Co., Ltd.. Invention is credited to Yoji Inagaki, Toshiaki Suzuki, Kazumi Totaka.
United States Patent |
6,908,386 |
Suzuki , et al. |
June 21, 2005 |
Game device changing sound and an image in accordance with a tilt
operation
Abstract
Character data including an image generation program, image
data, a sound program, and sound data, which are previously
determined for each of characters used in a game, is stored in a
game device 10. A controller 12 having a built-in tilt sensor 12c
is connected to the game device, and operated by a player
performing a tilt operation. The image generation program and the
sound program concurrently process the image data and the sound
data, respectively, using the same tilt data output from the tilt
sensor. As a result, an image and sound of the character are
concurrently changed in accordance with the tilt operation of the
controller. Thus, it is possible to provide the game device
enhancing the realism and the staging effects of the game.
Inventors: |
Suzuki; Toshiaki (Kyoto,
JP), Totaka; Kazumi (Kyoto, JP), Inagaki;
Yoji (Kyoto, JP) |
Assignee: |
Nintendo Co., Ltd. (Kyoto,
JP)
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Family
ID: |
29417004 |
Appl.
No.: |
10/424,831 |
Filed: |
April 29, 2003 |
Foreign Application Priority Data
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May 17, 2002 [JP] |
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2002-142503 |
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Current U.S.
Class: |
463/30;
463/35 |
Current CPC
Class: |
A63F
13/10 (20130101); A63F 13/57 (20140902); A63F
13/428 (20140902); A63F 13/211 (20140902); A63F
13/24 (20140902); A63F 13/54 (20140902); A63F
2300/1006 (20130101); A63F 2300/105 (20130101); A63F
2300/204 (20130101); A63F 2300/6063 (20130101) |
Current International
Class: |
A63F
13/10 (20060101); A63F 013/00 () |
Field of
Search: |
;463/30,31,32,35,36,37,38,43,44 |
References Cited
[Referenced By]
U.S. Patent Documents
Foreign Patent Documents
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3437 456 |
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Sep 1985 |
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DE |
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2 317 086 |
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Mar 1998 |
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GB |
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2 331 686 |
|
May 1999 |
|
GB |
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60-7128 |
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Jan 1985 |
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JP |
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61-194231 |
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Dec 1986 |
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JP |
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7-24141 |
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Jan 1995 |
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JP |
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10-21000 |
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Jan 1998 |
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JP |
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11-249653 |
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Sep 1999 |
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JP |
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2001-170358 |
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Jun 2001 |
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JP |
|
Other References
Specification for ADXL150/ADXL250, pp. 1-15, 1998..
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Primary Examiner: Nguyen; Kim
Attorney, Agent or Firm: Nixon & Vanderhye, P.C.
Claims
What is claimed is:
1. A game device that causes a display to display a game image
including a character operated by a player, and causes a sound
generation unit to output game sound corresponding to the character
in accordance with an operation performed by the player,
comprising: an operation controller operated by the player; a tilt
detector built-into the operation controller for detecting an
amount of X and Y tilt in accordance with a tilt of the operation
controller; a determination mechanism for determining whether or
not the output value of the tilt detector is greater than a
predetermined value; a game processor for processing a game in
accordance with the operation performed by the player; an image
storage area for storing image data used for displaying the
character; a sound data storage area for storing sound data of
sound to be produced by the character; an image display processing
unit for reading the image data of the character from the image
data storage area and causing the display to display an image of
the character; and a sound output processing unit for reading the
sound data from the sound data storage area and causing the sound
generation unit to output sound related to the image of the
character while the image of the character is displayed by the
image display processing unit, wherein the image display processing
unit and the sound output processing unit respond to a change in
output of the tilt detector, which changes in accordance with the
tilt operation performed by the player with the operation
controller, and change the game image displayed by the display and
the game sound output from the sound generation unit concurrently
and in an associated manner, wherein the sound data storage area
stores at least a first type of sound data and a second type of
sound data for one character, and the sound output processing unit
selects either of the first type of sound data and the second type
of sound data based on an output value of the tilt detector and
reads the selected first or second type of sound data, wherein the
first type of sound data corresponds to sound that is used when the
displayed character moves faster than a predetermined speed, the
second type of sound data corresponds to sound that is used when
the displayed character moves slower than the predetermined speed,
and the sound output processing unit reads the first type of sound
data when it is determined by the determination mechanism that the
output value of the tilt detector is greater than the predetermined
value, and reads the second type of sound data when it is
determined by the determination mechanism that the output value of
the tilt detector is equal to or smaller than the predetermined
value.
2. The game device according to claim 1, wherein the sound output
processing unit changes an interval of reading the sound data from
the sound data storage area in accordance with the output of the
tilt detector.
3. The game device according to claim 1, wherein the tilt detector
is an acceleration sensor for detecting a magnitude of acceleration
exerted at least on a lateral and a longitudinal direction of the
operation controller.
4. The game device according to claim 1, wherein the operation
controller is grasped by the hands of the player and comprises at
least one operation device manipulable by a finger of one of the
player's hands.
5. The game device according to claim 1, wherein the operation
controller is grasped by the hands of the player and comprises
operation devices positioned on opposite sides of a display, the
operation devices being manipulable by fingers of the player's
hands.
6. A method for use with a hand-held video game control device
adapted to be grasped by the hands of a player and which is
operatively connected to a game processing system for executing a
video game program, the method comprising: receiving tilt data
indicative of a tilt of the hand-held video game control device in
at least two dimensions when the hand-held video game control
device is grasped by the hands of the player; and using the tilt
data to concurrently change, in an associated manner, a display of
a character of the video game program executed by the video game
processing system and sound produced by the character, wherein if
the tilt data is determined to be indicative of a tilt greater than
a specified value, a first sound is produced by the character and
if the tilt data is determined to be indicative of a tilt not
greater than the specified value, a second different sound is
produced for the character.
7. The method according to claim 6, wherein the tilt data comprises
X and Y tilt data.
8. The method according to claim 6, further comprising: receiving
Z-direction movement data indicative of Z-direction movement of the
hand-held video game control device.
9. A storage device storing computer-executable instructions for
performing a method for use with a hand-held video game control
device adapted to be grasped by the hands of a player and which is
operatively connected to a game processing system for executing a
video game program, the method comprising: receiving tilt data
indicative of the tilt of the hand-held video game control device
in at least two dimensions when the hand-held video game control
device is grasped by the hands of the player; and using the tilt
data to concurrently change, in an associated manner, the display
of a character of the video game program executed by the video game
processing system and sound produced by the character, wherein if
the tilt data is indicative of a tilt greater than a specified
value, a first sound is produced by the character and if the tilt
data is indicative of a tilt not greater than the specified value,
a second different sound is produced for the character.
10. A video game system comprising: a hand-held control device
adapted to be grasped by the hands of a player and comprising at
least one operation device manipulable by a finger of one of the
player's hands; a tilt detector for detecting tilt of the control
device in at least two dimensions when the hand-held control device
is grasped by the hands of the player; a game processing system for
executing a video game program for a video game to generate at
least one character image for display on a display unit and to
generate sound for the at least one character image for output by a
speaker, wherein the display of at least one character and the
sound generated for the at least one character are changed
concurrently based on the detected tilt, and the game processing
system determines whether the detected tilt is greater than a
predetermined value and generates first sound for the at least one
character if the detected tilt is greater than the predetermined
value and second different sound for the at least one character if
the detected tilt is not greater than the predetermined value.
11. The video game system according to claim 10, wherein the tilt
detector comprises at least one accelerometer.
12. The video game system according to claim 10, wherein the
hand-held control device comprises operation devices positioned on
opposite sides of a display.
Description
FIELD OF THE INVENTION
This invention relates to game devices changing sound and images in
accordance with a tilt operation. More particularly, this invention
relates to a game device changing sound in response to a change in
an image of a character in accordance with the tilt of a controller
or a handheld game device operated by a player.
BACKGROUND AND SUMMARY OF THE INVENTION
DESCRIPTION OF BACKGROUND ART
There is known a well-known game device using a tilt sensor (or an
acceleration sensor), which is disclosed in Japanese Patent
Laid-Open Publication No. 2001-170358. There is a game titled
"Kirby's Tilt'n Tumble" (R) which is a product using the
above-described conventional technique, and is embodied in a
handheld game machine released by the applicant of the present
invention. The game device as described above allows a moving
direction or an amount of movement of a player character to be
changed (as a result, a position of a background screen relative to
the player character or a scroll is changed) in accordance with a
tilt operation performed by a player who tilts a housing of a
handheld game device longitudinally or laterally.
In the conventional game device using the tilt sensor, however, the
tilt direction and/or the amount of tilt detection is only
reflected in an animated image used for rendering a moving
character or a moving speed thereof. Thus, the player often finds
the game monotonous, and may soon tire of the game.
Therefore, a feature of the exemplary embodiments is to provide a
game device producing novel staging effects by concurrently
changing a game image of a character, etc., and game sound
(imitative sound and music used in the game) in accordance with a
tilt operation related to a tilt direction and/or the amount of
tilt performed by a player who changes the tilt of a game
controller or a handheld game device.
Another feature of the exemplary embodiments is to provide a game
device that can enhance the realism of a game by changing a
generation mode of game sound in response to a change in an image
of a character in accordance with a tilt operation.
Still another feature of the exemplary embodiments is to provide a
game device that can further enhance the realism of a game by
synergistically enhancing the staging effects produced by an image
and sound of the game in accordance with a tilt operation performed
for changing various sound factors, such as a tempo, volume, a tone
interval of the sound, and the degree of conversion of waveform
data that is a sound source, or the like.
The exemplary embodiments have the following features.
A first aspect of an exemplary embodiment is directed to a game
device that causes a display to display a game image including a
character operated by a player, and causes a sound generator to
output game sound corresponding to the character in accordance with
an operation performed by the player, comprising: operation
controller operated by the player; a tilt detector; game processing
circuitry (and associated software); an image storage area; a sound
data storage area; an image display processing unit; and a sound
output processing unit.
The tilt detector is provided to the operation means for detecting
an amount of tilt of the operation means. The game processing
circuitry processes a game in accordance with the operation
performed by the player. The image storage areas stores image data
used for displaying the character. The sound data storage stores
sound data of sound to be produced by the character. The image
display processing unit reads the image data of the character from
the image data storage means and causes the display to display an
image of the character. The sound output processing unit reads the
sound data from the sound data storage and causes the sound
generator to output sound related to the image of the character
while the image of the character is displayed by the image display
processing unit.
The image display processing unit and the sound output processing
unit respond to a change in output of the tilt detector, which
changes in accordance with the tilt operation performed by the
player with the operation controller, and change the game image
displayed by the display and the game sound output from the sound
generator concurrently and in an associated manner.
According to a second aspect, in the first aspect, the sound output
processing unit changes an interval of reading the sound data from
the sound data storage area in accordance with the output of the
tilt detector.
According to a third aspect, in the first aspect, the sound data
storage stores at least a first type of sound data and a second
type of sound data for one character, and the sound output
processing unit selects either of the first type of sound data and
the second type of sound data based on an output value of the tilt
detector and reads the selected first or second type of sound
data.
According to a fourth aspect, in the first aspect, the sound output
processing unit outputs sound (for example, sound whose frequency,
volume, or tone of the sound data has been changed) converted from
the sound data read from the sound data storage area by using an
output value of the tilt detector.
According to a fifth aspect, in the third aspect, a determination
mechanism determines whether or not the output value of the tilt
detector is greater than a predetermined value is further included.
The first type of sound data corresponds to sound that is used when
the displayed character moves faster than a predetermined speed,
and the second type of sound data corresponds to sound that is used
when the displayed character moves slower than the predetermined
speed.
The sound output processing unit reads the first type of sound data
when it is determined by the determination mechanism that the
output value of the tilt detector is greater than the predetermined
value, and reads the second type of sound data when it is
determined by the determination mechanism that the output value of
the tilt detector is equal to or smaller than the predetermined
value.
According to a sixth aspect, in the first aspect, the tilt detector
is an acceleration sensor for detecting a magnitude of acceleration
exerted at least on a lateral and a longitudinal direction of the
game device.
A seventh aspect of an exemplary embodiments is directed to a
computer-readable storage medium having stored therein a game
program which causes a game device to execute a tilt detecting
step, an image display processing step, and a sound output
processing step, the game program is executed in the game device
including: an operation controller operated by a player; a tilt
detector provided to the operation controller for detecting an
amount of tilt of the operation controller; a display for
displaying a game image; a sound generator for outputting game
sound; game processing circuitry for processing the game program in
accordance with an operation performed by the player; an image
storage for storing image data of a character used for displaying
the character; and sound data storage for storing sound data of
sound to be produced by the character.
The tilt detecting step detects tilt; of the operation controller.
The image display processing step reads the image data from the
image data storage and causes the display to display an image of
the character. The sound output processing step reads the sound
data from the sound data storage and outputs sound related to the
image of the character from the sound generator while the image of
the character is displayed by the image display processing
unit.
In the image display processing step and the sound output
processing step, an image displayed by the display and the sound
output from the sound generator are changed concurrently and in an
associated manner in accordance with the tilt operation performed
by the player with the operation controller by using an output
detected at the tilt detecting step.
According to an eighth aspect, in the seventh aspect, the sound
output processing step changes an interval of reading the sound
data from the sound data storage area based on an output value
obtained at the tilt detecting step.
According to a ninth aspect, in the seventh aspect, the sound data
storage area stores at least a first type of sound data and a
second type of sound data for one character. The sound output
processing step selects either of the first type of sound data and
the second type of sound data based on an output value obtained at
the tilt detecting step, and reads the selected first or second
type of sound data.
According to a tenth aspect, in the seventh aspect, the sound
output processing step includes a sound data converting step of
converting the sound data read from the sound data storage means by
using an output value obtained at the tilt detecting step.
According to the present exemplary embodiments, it is possible to
concurrently change the game image of the character, etc., and the
game sound (imitative sound and music used in the game) in
accordance with the tilt operation, thereby providing the game
device with the ability to realize novel staging effects by
changing the image and the sound in an associated manner.
Furthermore, according to the present exemplary embodiments, it is
possible to enhance the realism of the game by changing a
generation mode of the game sound in response to a change in the
image of the character in accordance with the tilt operation.
Still further, according to the present exemplary embodiments, it
is possible to further enhance the realism of the game by
synergistically enhancing the staging effects produced by the image
and the sound of the game in accordance with the tilt operation
performed for changing various sound factors, such as a tempo,
volume, a tone interval of the sound, and the degree of conversion
of waveform data that is a sound source, or the like.
These and other objects, features, aspects and advantages of the
present illustrative embodiments will become more apparent from the
following detailed description of the present invention when taken
in conjunction with the accompanying drawings.
BRIEF DESCRIPTION OF THE DRAWINGS
FIG. 1 is a schematic view of a game device of the present
invention;
FIG. 2 is a detailed block diagram showing an internal view of the
game device;
FIG. 3 is a memory map of the game device;
FIG. 4 is an illustration showing an exemplary movement of a
character in accordance with a tilt operation;
FIG. 5 is a schematic illustration showing exemplary changes of a
character image and sound in accordance with the tilt operation;
and
FIG. 6 is a flowchart showing a game process of the present
invention.
DESCRIPTION OF THE PREFERRED EMBODIMENTS
With reference to FIG. 1, a game device of the present invention is
described.
In FIG. 1, the game device 10 includes a main unit 11. A controller
12 is connected to the main unit 11. The controller 12 has a
built-in tilt sensor 12c (see FIG. 2) detecting the amount of tilt
in accordance with a tilt operation performed by a player. Note
that a handheld game device 13 capable of providing a tilt
detecting function equivalent to the controller 12 may
alternatively be connected to the main unit 11. For example, the
handheld game device 13 includes a handheld game body 13a. An
external storage medium 13b dedicated to the handheld game device
13 can be removably inserted into the handheld game body 13a. If
the handheld game body 13a does not have a tilt detection function,
the tilt sensor 12c may be built into the external storage medium
13b dedicated to the handheld game device 13. The handheld game
body 13a can be connected to the main unit 11 by a connecting cable
13c.
A game program operated in the game device 10 is provided from an
external storage medium 14 such as an optical disk, etc. The
external storage medium 14 can be removably mounted on the main
unit 11. The main unit 11 reads a program stored in the external
storage medium 14, and executes the game program. Note that the
external storage medium in the form of an optical disk is shown in
the drawing, but a storage medium using a semiconductor or a
storage medium using a magnetic or a magneto-optical technology may
be used. In that case, a reading function corresponding to each
medium is provided to the main unit 11. During execution of the
game program, a game image is displayed on an image display device
15, and sound is output from a sound output device 16. Note that
the sound output device 16 is connected to the image display device
15 in the drawing, but the sound output device 16 may be directly
connected to the main unit 11. Furthermore, a data storage medium
17 can be inserted into the main unit 11. The data storage medium
17 can store, for example, processing results of the game program
operated in the game device 10. Thus, the player can store the game
progress in the data storage medium 17 when the game is temporarily
suspended, and resume the game later by reading the stored
data.
FIG. 2 is a block diagram showing an internal view of the game
device 10. The main unit 11 has a built-in CPU 21 for processing
the game program. RAM 22 is connected to the CPU 21. In the RAM 22,
a program read from the external storage medium 14, various data
used in a game process, and game program processing results of the
CPU 21 are temporarily stored. An image processing unit 23 and a
sound processing unit 24 are further connected to the CPU 21. The
image processing unit 23 and the sound processing unit 24 are also
connected to the RAM 22. Furthermore, the CPU 21 can store data
about the progress of program processing in the data storage medium
17 via an interface 25.
The CPU 21 is connected to a disk drive 26 via the interface 25.
The disk drive 26 has a function of reading a program and data
stored in the external storage medium 14. The read program and data
are temporarily stored in the RAM 22, and the CPU 21 processes the
read program and data as a game program.
The CPU 21 is connected to the controller 12 (or the handheld game
device 13) via the interface 25. Hereinafter, the controller 12 and
the handheld game device 13 are treated as an equivalent in the
following description. The controller 12 includes an operation
switch 12a and a joystick 12b. The operation switch 12a detects
whether or not a switch is pressed by the player. An operation
output detected by the controller 12 is used in game program
processing. The joystick 12b is operated by the player for
instructing a direction of a game character, for example. If an
analog joystick capable of detecting a tilt angle of the stick as
well as instructing a direction is used as the joystick 12b, it is
possible to provide a game having more involved and interesting
features.
The controller 12 further includes an acceleration sensor 12c. The
acceleration sensor 12c has the following two functions: a sensor
function of outputting the magnitude of acceleration caused in an
X-axis direction of the sensor, and a sensor function of outputting
the magnitude of acceleration caused in a Y-axis direction thereof.
The X-axis direction of the sensor is a rotating direction whose
center of rotation corresponds to a longitudinal direction of the
operation surface of the controller 12, and the Y-axis direction
thereof is a rotating direction whose center of rotation
corresponds to a lateral direction of the operation surface of the
controller 12. More specifically, for example, if the controller 12
is slowly tilted to the right (see FIG. 4 (51)), modest
acceleration is caused in a positive direction of an X-axis. The
acceleration sensor 12c outputs the resultant modest acceleration
as data. Similarly, for example, if the top portion of the
controller 12 is heavily tilted downward (see FIG. 4 (53)),
significant acceleration is caused in a positive direction of a
Y-axis. The acceleration sensor 12c outputs the resultant
significant acceleration as data. The CPU 21 can accept these
outputs from the acceleration sensor 12c via the interface 25, and
use these outputs in the game program processing.
The controller 12 may further include a Z-axis contact switch 12d.
The Z-axis contact switch 12d is a digital sensor for detecting a
movement of the controller 12 in a Z-axis direction (a direction
vertical to the operation surface of the controller 12). When the
controller 12 is moved up and down in the Z-axis direction, for
example, the above-described detection function allows an output
corresponding to the movement to be obtained, whereby it is
possible to realize a game including novel staging effects using
the above-described resultant output. In place of the Z-axis
contact switch 12d, the acceleration sensor 12c additionally
including a Z-axis acceleration sensor may be used.
The image processing unit 23 processes, based on an instruction
from the CPU 21 performing program processing, image data stored in
the external storage medium 14, or image data generated as a result
of the program processing and stored in the RAM 22. The processed
image data is displayed on the image display device 15 via a video
encoder 23a.
The sound processing unit 24 processes, based on an instruction
from the CPU 21 performing the program processing, sound data
stored in the external storage medium 14, or sound data generated
as a result of the program processing and stored in the RAM 22. The
processed sound data is output to the sound output device 16 via an
audio codec 24a.
FIG. 3 is a memory map 30 of the RAM 22 during execution of the
game program. The RAM 22 broadly includes a program storage area 31
and a data storage area 41. The program storage area 31 stores
various programs to be processed by the CPU 21 when executing the
game program in the game device 10. The data storage area 41 stores
various data to be used when these programs are executed. The
above-described various programs stored in the program storage area
31 are each previously stored in the external storage medium 14,
and read into the RAM 22 therefrom. The data stored in the data
storage area 41 is the data previously stored in the external
storage medium 14, or the data generated as a result of the program
processing. After specific program processing is performed, it is
also possible to read necessary data from the external storage
medium 14 and temporally store the read data in the data storage
area.
The program storage area 31 includes a main program storage area
32, a tilt detection program storage area 33, an image output
program storage area 34, a sound output program storage area 35, an
image generation program storage area 36, and a sound program
storage area 37.
The main program storage area 32 stores a main program for
executing the game according to the present invention in the game
device 10. The tilt detection program storage area 33 stores a
program for detecting the amount of tilt from acceleration sensor
output data stored in the data storage area 41. More specifically,
the tilt detection program storage area 33 stores a program for
calculating a tilt direction of the controller based on data
indicating the magnitude of acceleration caused in the X-axis
direction and data indicating the magnitude thereof caused in the
Y-axis direction, which are output from the acceleration sensor
12c. Changing the tilt of the controller is a basic operation of
the present invention.
The image output program storage area 34 stores a program for
generating an image, which is to be finally output from the image
display device 15, from image data processed by a program stored in
the image generation program storage area 36.
The sound output program storage area 35 stores a program for
generating sound, which is to be finally output from the sound
output device 16, from sound data processed by the sound program
storage area 37.
The image generation program storage area 36 stores programs which
are uniquely used for each of various characters, respectively, and
processed using image data stored in an image data storage area 45.
The sound program storage area 37 stores programs which are
uniquely used for each of various characters, respectively, and
processed using sound data stored in a sound data storage area
46.
The data storage area 41 stores data used in a program stored in
the program storage area 31. The data storage area 41 includes a
character data storage area 42, the image data storage area 45, the
sound data storage area 46, and an acceleration sensor output data
storage area 47.
The character data storage area 42 stores data (character data A,
character data B) about various characters (a character A and a
character B, for example) used in the game, and includes a
character A data storage area 43 and a character B data storage
area 44, for example. More specifically, for example, the character
A data storage area 43 includes an image generation program
designation data A storage area 43a, an image data designation data
A storage area 43b, a sound program designation data A storage area
43c, and a sound data designation data A storage area 43d.
The image generation program designation data A storage area 43a
stores data for designating a specific image generation program
that is uniquely used for the character A and stored in the image
generation program storage area 36. The image data designation data
A storage area 43b stores data for designating specific image data
which is uniquely used for the character A and stored in the image
data storage area 45. The sound program designation data A storage
area 43c stores data for designating a specific sound program which
is uniquely used for the character A and stored in the sound
program storage area 37. The sound data designation data A storage
area stores data for designating specific sound data which is
uniquely used for the character A and stored in the sound data
storage area 46.
Assume that, as the character data A, an image generation program 2
is designated by the image generation program designation data, an
image data 1 is designated by the image data designation data, a
sound program 1 is designated by the sound program designation
data, and sound data 1 is designated by the sound data designation
data. In this case, if an operation is performed so that the
controller 12 included in the game device according to the present
invention is tilted, the image generation program 2 generates a
unique image of the character A using the image data 1, and the
sound program 1 generates sound unique to the character A using the
sound data 1 based on the above-described operation.
Similarly, with regard to the character data B, the character B
data storage area 44 includes an image generation program
designation data B storage area 44a, an image data designation data
B storage area 44b, a sound program designation data B storage area
44c, and a sound designation data B storage area 44d, which are
used for designating a program or data uniquely used for the
character B.
The image data storage area 45 stores image data (image data 1,
image data 2, for example) of various characters, which is
displayed in the game.
The sound data storage area 46 stores sound data (sound data 1,
sound data 2, for example) of various characters, which is output
in the game.
The acceleration sensor output data storage area 47 further
includes an X-axis acceleration sensor data storage area 47a, a
Y-axis acceleration sensor data storage area 47b, and a Z-axis
contact switch data storage area 47c.
The X-axis acceleration sensor data storage area 47a stores data
indicating the magnitude of X-axis acceleration output from the
acceleration sensor 12c. The Y-axis acceleration sensor data
storage area 47b stores data indicating the magnitude of Y-axis
acceleration output from the acceleration sensor 12c. The Z-axis
contact switch data storage area 47c stores data indicating an
ON/OFF status of the Z-axis contact switch.
FIG. 4 is a schematic illustration 50 showing a tilt direction of
the controller and a movement of a game character 60 moving
corresponding to a tilt operation of the controller. In the
schematic illustration 50, the Y-axis acceleration sensor data
storage area 47b stores the Y-axis acceleration data y=0 in a state
51 in which the controller (in this illustration, the handheld game
device 13 is used) is tilted to the right. The X-axis acceleration
data x=x1 in the state 51 is output from the acceleration sensor
12c as a positive value, and stored in the X-axis acceleration
sensor data storage area 47a. In this case, an image is generated
so that a screen in which the character 60 rolls over to the right
is displayed. On the other hand, in a state 52 in which the
controller is tilted to the left, the Y-axis acceleration data is
also y=0, but the X-axis acceleration data x=x2 is stored as a
negative value. In this case, an image is generated so that a
screen in which the character 60 rolls over to the left is
displayed. Similarly, in a state 53 in which the top portion of the
controller is tilted downward, the X-axis acceleration data is x=0,
and the Y-axis acceleration data y=y1 is a positive value. In this
case, an image is generated so that a screen in which the character
60 rolls over to the top of the screen is displayed. Furthermore,
in a state 54 in which the top portion of the controller is tilted
upward, the X-axis acceleration data is also x=0, but the Y-axis
acceleration data y=y2 is a negative value. In this case, an image
is generated so that a screen in which the character 60 rolls over
to the bottom of the screen is displayed. If the value of either
the X-axis acceleration or the Y-axis acceleration is 0, the moving
direction of a character remains unchanged independently of the
magnitude of acceleration. On the other hand, a screen display is
performed by image generation processing so as to change the moving
speed of the character in accordance with the magnitude of the
X-axis or the Y-axis acceleration data.
However, if the acceleration is detected in regard to both the
X-axis and the Y-axis, the moving direction of the character has to
be determined based on the comparison between the magnitudes
thereof. In the case where the X-axis acceleration is equal to the
Y-axis acceleration and y=x (x>0, y>0), it is determined that
the moving direction is diagonal and upwards as shown by arrow 55.
Similarly, in the case where x>y (x>0, y>0), it is
determined that the moving direction is a direction closer to the
X-axis to some extent compared to the arrow 55, which is shown by
arrow 56. Also, in the case where x<y (x>0, y>0), it is
determined that the moving direction is a direction closer to the
Y-axis to some extent compared to the arrow 55, which is shown by
arrow 57. Then, image generation processing is performed so as to
generate an image of the character 60 rolling over in the
determined direction as described above, and change the moving
speed of the character in accordance with the magnitude of
acceleration of rolling for displaying the generated image on the
screen.
Note that the determined direction as described above has to be
considered as an example, and another direction may be determined
in accordance with the detected magnitude of acceleration.
With reference to FIG. 5, changes of an image and sound of the
character 60 in accordance with a tilt operation of the controller
12 is described.
Assume that, in the game, the character 60 is a bell-shaped
character producing sound while rolling over in a display screen in
response to the tilt operation of the controller. A status
illustration 61 represents a status of a game screen displayed on
the image display device 15 and the controller 12 (or the handheld
game device 13) when no tilt operation is performed. In this case,
the acceleration of the controller 12 is 0 due to no tilt
operation. That is, the X-axis and the Y-axis acceleration data
obtained by the tilt sensor 12c is x=y=0.
In the above-described case, assume that the character data is, for
example, the aforementioned character data A. In this case, an
image of the character is generated by the image generation program
2 using the designated image data 1 (an image of a bell). If the
image generation program 2 does not generate the image moving on
the screen display when the X-axis and the Y-axis acceleration data
is x=y=0, the character 60 is displayed as a still image as shown
in the status illustration 61. On the other hand, sound of the
character is generated by the sound program 1 using the designated
sound data (sound of a bell). In this case, if mute processing is
performed when the X-axis and the Y-axis acceleration data is
x=y=0, that is, when the image is not moved, the sound of the
character 60 is not produced as shown in the status illustration
61.
Next, a status illustration 62 is described. Assume that the X-axis
acceleration data is x=x1, and the Y-axis acceleration data is
y=y1. Also assume that the magnitude of tilt is relatively small as
shown in the status illustration 62. In this case, the image
generation program 2 uses the image data 1 and the acceleration
data (x, y)=(x1, y1) for generating animation in which the
bell-shaped character 60 rolls over slowly, and displays the
generated animation. Concurrently, the sound program 1 changes, for
example, a data reading interval of the sound of a bell ("tinkle")
of the sound data 1 using the acceleration data (x, y)=(x1, y1),
and produces the sound of a bell "tinkle--tinkle--" whose interval
is relatively lengthened. As a result, it is possible to produce
the effect of making the bell-shaped character appear to slowly
roll down a gentle slope.
Next, a status illustration 63 is described. Assume that the X-axis
acceleration data is x=x2, and the Y-axis acceleration data is
y=y2. Also assume that x2>x1 and y2>y1, and the magnitude of
tilt is relatively large as shown in the status illustration 63. In
this case, the image generation program 2 uses the image data 1 and
the acceleration data (x, y)=(x2, y2) for generating animation in
which the bell-shaped character 60 rapidly rolls over, and displays
the generated animation. Concurrently, the sound program 1 changes
the data reading interval of the sound of a bell ("tinkle") using
the above-described acceleration data (x, y)=(x2, y2), and produces
the sound of a bell "tinkle, tinkle, tinkle." whose interval is
relatively shortened. As a result, it is possible to produce the
effect of making the bell-shaped character appear to roll down a
steep slope.
As such, an image and sound of a character operated by a player are
concurrently changed in accordance with the tilt of the controller
12, whereby the player can experience a realistic sensation when
operating the character of the game. Thus, it is possible to
attract the interest of the player. Here, assume that, for example,
a sound program (a sound program 2 shown in FIG. 3) switching the
sound of the game between two types of sound is used. In this case,
assume that a character (not shown) whose behavior is lovely is
displayed. When the amount of tilt operation of the controller 12
is small, sound such as a hum, etc., is produced (that is, sound
data of a hum is read from the sound data storage area 46) while
the character walks slowly in the tilt direction. On the other
hand, when the amount of tilt operation becomes great, sound of a
cry is produced while animation in which the character rolls down
in the tilt direction is generated after displaying a
panic-stricken gesture of the character. In this case, the sound
program 2 sets a threshold value, about the acceleration data
detected by the tilt sensor, for reading the sound data of a hum
when the acceleration data is equal to or smaller than the
threshold value, and reading the sound data of a cry when it is
greater than the threshold value. As a result, the player operating
the controller can be easily connected to the character, whereby it
is possible to further attract the player to the game.
Furthermore, a sound program (a sound program 3 shown in FIG. 3)
focusing only on sound, that is, converting the sound data itself
in accordance with a tilt operation can be used. Conversion of the
sound data can allow, for example, a stored value of the sound data
to be changed to a larger value for changing the volume of the
sound. A frequency of the sound data can also be changed for
changing the tone interval of the sound. Furthermore, the form of
the sound data itself can be changed by filtering processing, etc.,
for changing the tone of the sound. Combinations of the degree of
the sound conversion as described above and an output from the tilt
sensor, which is obtained in accordance with the tilt operation,
allow more interesting staging effects to be obtained. For example,
the tone of the sound becomes bright when the controller is tilted
heavily, but the tone of the sound becomes dark when the controller
is tilted slightly.
Still further, a sound program combining processing for changing a
data reading interval of the sound, processing for changing the
read data, and processing for converting the sound data can be
used. The use of the above-described sound program allows more
advantageous staging effects to be obtained.
With reference to FIG. 6, program processing according to the
present invention is described. After the game device 10 is
started, a program and data necessary for a game process is read
from the external storage medium 14 at step S11, and the read
program and data are stored in the RAM 22. Then, the controller 12
(or 13) is placed in the waiting state for accepting an input from
the player. The game process is then started at step S12. The game
process is executed by repeating the program steps from step S12 to
step S22.
At step S13, the CPU 21 obtains output data from the acceleration
sensor based on the main program, and stores an output value of the
acceleration sensor in the acceleration sensor output data storage
area 47. Then, at step S14, the magnitude and the direction of tilt
of the controller 12 (or 13) are detected based on the output of
the acceleration sensor, which is stored in the acceleration sensor
output data storage area 47.
Next, at step S15, by referring to the character data storage area
42, a character image and character sound to be changed in
accordance with the tilt of the controller are determined.
Then, at step S16, the image generation program designated by the
data stored in the character data storage area 42 reads the image
data, and generates a character image based on the magnitude and
the direction of tilt, which are detected at step S14.
Then, at step S17, the sound program designated based on the same
character data used at step S16 reads the sound data, and generates
the sound based on the magnitude and the direction of tilt, which
are detected at step S14.
At step S18, it is determined whether or not an image and sound
corresponding to each of the other characters are generated after
generation of the image and the sound of one character is
completed. If it is determined that the image and the sound are
generated corresponding to each of the other characters, the game
process goes back to step S15 for repeating the program processing
from step S15 to step S17 until generation of the image and the
sound corresponding to each of all the other characters to be
processed is completed.
On the other hand, if it is determined at step S18 that the image
and the sound corresponding to each of the other characters are not
generated, the game process proceeds to step S19. At step S19, the
character image generated at step S16 is displayed on the image
display device 15 in accordance with the image output program 34.
Then, at step S20, the sound generated at step S17 is output from
the sound output device 16 in accordance with the sound output
program 35.
Finally, at step S21, it is determined whether or not the game is
ended. If it is determined that the game is not ended, the game
process goes back to step S12, and obtains new output data of the
tilt sensor for continuing processing. Otherwise, the game is
ended.
Note that, in the above-described embodiment, the game device 10 is
assumed to include the controller 12 (or the handheld game device
13) having the built-in tilt sensor 12c, and the image display
device 15 provided independently of the main unit 11. It is
understood that the present invention can be easily adapted to a
game device integrally provided with a display function and a
controller function, such as the handheld game device 13.
While the invention has been described in detail, the foregoing
description is in all aspects illustrative and not restrictive. It
is understood that numerous other modifications and variations can
be devised without departing from the scope of the invention.
* * * * *